Tadloton Merc Guild (Inactive)

Game Master Shadowtail24


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Welcome to Tadloton

Tadloton is a town in which the governance was sour and the people simple. It had no real relevance to the rest of the kingdom, it was just a place far from all other places. It was a place that people went to meet a simple end. To live the rest of their days in a monotonous, autonomous routine, working by day, drinking by night, and repeating the process until death came to their door. What would compel a man to risk his life for such a place?

~~~~

Good Evening Adventures, and welcome to recruiting for the Tadloton Mercenaries Guild.

This is a homebrew quest that was the first one I ever participated in. It won’t be exactly the same as it was before, but the theme remains the same: every adventurer must start somewhere. The characters in this quest aren’t the champions of tournaments, or the privileged arcane students, or even the divinely inspired. At least not yet. It’s the half-elf who still has to overcome the smell of the undead before he can attack; the elf who’s greatest victory was a batted eyelash from the barmaid; the dragonborn Paladin who doesn’t realize the power of necromancy shouldn't the conflict it will bring within him. It’s this kind of character I’ll be looking for to participate in the quest. With that, let’s look at the details. I am looking for 4-5 play-by-post players with at least a post a day speed.

Your submission should include :
-1st Level Character spec (no need for equipment beyond armor/weapon yet)
-Progression idea: This just needs to be an idea of where you plan your character to be in higher levels (Sorc and fighter to Dragon Disciple)
-Background: You are headed to Tadloton because of the numerous flyers advertising their Merc Guild. I want to know a background before that decision. This can be simple, like an anecdote, a purpose, or a POV story. Just remember, you are a new adventure, and your background and personality should match that. Inexperience doesn’t eliminate personality types, it just qualifies it. For example, the strong fighter can be brash, but he still questions his confidence on his own time. For the purposes of this quest, Tadloton is located in Andoran, south of the mountains in the center of the country.
-No need to create a new alias prior to be chosen

Character Details
-Attributes: 4d6 drop one (2 sets) or 20 + 1d6 pt buy. You can roll all three and then choose.
-Races: Core Races, Aasimar (minus Skill Bonus in Diplomacy or Deception), Tiefling and Dragonborn (see template below)
-Classes, equipment, feats, spells, traits (2 or 3 and a drawback), etc: All Pathfinder official, including The Advanced Classes Guide. I have the guide itself, so please use that instead of playtest material. Firearms are in the emerging state.
---Note: This is probably a good class to test a new class, as you get to start at the beginning. This quest will use fast progression EXP, though in most cases I level up at points in the story rather than strictly by EXP.

Guidance on Character Types:

-I am looking for at least one purely non-magical character .
-Focus for differentiation in this quest should be based on class/archetype builds more than races. I’m allowing submissions for Aasimar, Tiefling, and Dragonborn but I currently think I will take only one non-standard race, or a dragonborn and one other.
-Even though this is an early Adventurer quest from an RP standpoint, that shouldn’t preclude you from making strong characters. I am more partial to selecting interesting or mechanic driven characters but a min/max build won’t be eliminated purely on that basis. Statically, your character can be as strong as possible, it just needs to be the RP that reeks of inexperience.
-Evil alignment characters are permitted, but will be at a disadvantage when being considered for selection.
-I’ll likely check through post history for other/previous characters, so if there is a particular character you would like me to look at you can note them
-I played this quest as a dragonborn paladin.

Dragonborn Race:

Humanoid
Medium
Normal – 30 ft
Standard - +2 Con + 2 Cha, -2 Dex
Languages: Common, Draconic
Low-light vision
Cornered Fury - +2 melee Attacks, +2 AC when below half health
Dragon-Scaled (3) – Dragonborns rarely have scale color linked directly to chromatic dragons, but they often share the same color family. Dragonborns gain a +1 Natural Armor Bonus from these scales gain the following resistances based on their scale color:
---Red- Fire Resistance 5
---Blue - Electricity Resistance 5
---Black or Green – Acid Resistance 5
---White – Cold Resistance 5
Draconic Breath (2) – Dragonborns gain the Draconic Breath Feat.
Favored Class (Any): Dragonborns gain +1/3 of a use of Draconic breath per day.

Recruitment will close at 8 PM EST, Monday August 25th.


edit below

Rolls:
Set One: 4d6 ⇒ (6, 3, 2, 5) = 16 14
Set One: 4d6 ⇒ (6, 3, 3, 4) = 16 13
Set One: 4d6 ⇒ (6, 1, 6, 4) = 17 16
Set One: 4d6 ⇒ (3, 2, 2, 2) = 9 7
Set One: 4d6 ⇒ (6, 4, 2, 6) = 18 16
Set One: 4d6 ⇒ (3, 1, 5, 4) = 13 12

Set Two: 4d6 ⇒ (4, 5, 3, 6) = 18 15
Set Two: 4d6 ⇒ (3, 1, 3, 5) = 12 11
Set Two: 4d6 ⇒ (5, 6, 5, 2) = 18 16
Set Two: 4d6 ⇒ (4, 6, 4, 1) = 15 14
Set Two: 4d6 ⇒ (1, 3, 6, 2) = 12 11
Set Two: 4d6 ⇒ (2, 1, 5, 4) = 12 11

Set Three: 1d6 + 20 ⇒ (5) + 20 = 25


Gonna build an Human Investigator with my first set.

Dark Archive

Dot.

I've got a Dwarven Warpriest (Sacred Fist) that I want to try and this would be a great chance. As far as the concept goes, he'd be a wet-behind-the-ears Toragian soldier-priest who is fresh from his training in a relatively safe dwarf mountainhome. Because of this, he has no actual experience in actual battle beyond drilling and mock combats with his fellow students. He'd have left the mountainhome to seek adventure and to prove that all his training wasn't just an excuse to keep him from the forge.

I'll put some more thought into this and come back with a proper background in a bit. If you want to get an idea for my posting style, I'd suggest you check my aliases Alexei Dawnreach, Doctor Gii, and Doran Quickstep.

Character would be 1 level of Warpriest, then 2 levels of Monk, then full Warpriest.

And while I'm at it, I'll roll the stats now:

Rolls:
4d6 drop 1 (Try 1) 1: 4d6 ⇒ (5, 4, 4, 5) = 18 - 4 = 14
4d6 drop 1 (Try 1) 2: 4d6 ⇒ (6, 6, 4, 1) = 17 - 1 = 16
4d6 drop 1 (Try 1) 3: 4d6 ⇒ (1, 1, 2, 2) = 6 - 1 = 5
4d6 drop 1 (Try 1) 4: 4d6 ⇒ (2, 6, 3, 3) = 14 - 2 = 12
4d6 drop 1 (Try 1) 5: 4d6 ⇒ (2, 4, 3, 1) = 10 - 1 = 9
4d6 drop 1 (Try 1) 6: 4d6 ⇒ (1, 5, 3, 1) = 10 - 1 = 9

4d6 drop 1 (Try 2) 1: 4d6 ⇒ (6, 6, 3, 1) = 16 - 1 = 15
4d6 drop 1 (Try 2) 2: 4d6 ⇒ (5, 3, 2, 5) = 15 - 2 = 13
4d6 drop 1 (Try 2) 3: 4d6 ⇒ (6, 1, 2, 6) = 15 - 1 = 14
4d6 drop 1 (Try 2) 4: 4d6 ⇒ (3, 2, 5, 6) = 16 - 2 = 14
4d6 drop 1 (Try 2) 5: 4d6 ⇒ (4, 5, 1, 6) = 16 - 1 = 15
4d6 drop 1 (Try 2) 6: 4d6 ⇒ (5, 1, 5, 2) = 13 - 1 = 12

20 + 1d6 pb: 1d6 + 20 ⇒ (6) + 20 = 26 = 26pb <-- Going to use this for building the character.


Interested in building a magician bard. Really like how it develops and the counterspell ability of the class

Rolls coming later


set 1-1: 4d6 ⇒ (4, 6, 6, 5) = 21 17
set 1-2: 4d6 ⇒ (4, 1, 6, 6) = 17 16
set 1-3: 4d6 ⇒ (3, 5, 2, 5) = 15 13
set 1-4: 4d6 ⇒ (2, 6, 6, 2) = 16 14
set 1-5: 4d6 ⇒ (6, 3, 1, 5) = 15 14
set 1-6: 4d6 ⇒ (6, 1, 4, 3) = 14 13

set 2-1: 4d6 ⇒ (2, 6, 4, 6) = 18 16
set 2-2: 4d6 ⇒ (2, 4, 3, 6) = 15 13
set 2-3: 4d6 ⇒ (2, 2, 4, 4) = 12 10
set 2-4: 4d6 ⇒ (4, 2, 2, 4) = 12 10
set 2-5: 4d6 ⇒ (4, 4, 4, 5) = 17 13
set 2-6: 4d6 ⇒ (5, 1, 1, 2) = 9 8

point buy: 1d6 + 20 ⇒ (3) + 20 = 23

Lots of choices...

I will take first set.


well I'll see what the dice gods throw at me before I decide...

stats set 1 roll 1: 4d6 ⇒ (4, 2, 6, 2) = 14 = 12
stats set 1 roll 2: 4d6 ⇒ (1, 6, 1, 6) = 14 = 13
stats set 1 roll 3: 4d6 ⇒ (3, 6, 4, 1) = 14 = 13
stats set 1 roll 4: 4d6 ⇒ (5, 4, 1, 2) = 12 = 11
stats set 1 roll 5: 4d6 ⇒ (2, 2, 1, 5) = 10 = 9
stats set 1 roll 6: 4d6 ⇒ (4, 2, 4, 1) = 11 = 10

stats set 2 roll 1: 4d6 ⇒ (4, 1, 2, 6) = 13 = 12
stats set 2 roll 2: 4d6 ⇒ (5, 2, 2, 6) = 15 = 13
stats set 2 roll 3: 4d6 ⇒ (6, 2, 2, 5) = 15 = 13
stats set 2 roll 4: 4d6 ⇒ (4, 1, 5, 2) = 12 = 11
stats set 2 roll 5: 4d6 ⇒ (1, 2, 6, 3) = 12 = 11
stats set 2 roll 6: 4d6 ⇒ (1, 3, 6, 4) = 14 = 13

point buy: 1d6 + 20 ⇒ (6) + 20 = 26

so a 7 point buy, a 13 point buy, or a 26 point buy.

yeah well that's a no-brainer... obviously the 7 point buy....

just kidding.... the 26 point buy

but what to play.

Sovereign Court

Hi. These are my rolls. Hope to join.
1st set/1: : 4d6 ⇒ (1, 2, 2, 6) = 11 ...10
1st set/2: : 4d6 ⇒ (6, 3, 4, 5) = 18 ...15
1st set/3: : 4d6 ⇒ (4, 6, 1, 3) = 14 ...13
1st set/4: : 4d6 ⇒ (5, 5, 1, 2) = 13 ...12
1st set/5: : 4d6 ⇒ (2, 2, 3, 6) = 13 ...11
1st set/6: : 4d6 ⇒ (3, 2, 3, 3) = 11 ...9

2nd set/1: : 4d6 ⇒ (1, 2, 4, 3) = 10 ...9
2nd set/2: : 4d6 ⇒ (4, 6, 2, 5) = 17 ...15
2nd set/3: : 4d6 ⇒ (1, 6, 1, 6) = 14 ...13
2nd set/4: : 4d6 ⇒ (2, 5, 6, 3) = 16 ...14
2nd set/5: : 4d6 ⇒ (1, 1, 3, 3) = 8 ...7
2nd set/6: : 4d6 ⇒ (6, 2, 5, 5) = 18 ...16

Point buy: : 1d6 ⇒ 4 +20 ...24
!!!!


Almost home to do my rolls!


4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (6, 5, 2, 2) = 15
4d6 ⇒ (2, 3, 5, 3) = 13
4d6 ⇒ (5, 5, 5, 5) = 20
4d6 ⇒ (4, 5, 2, 4) = 15
4d6 ⇒ (1, 5, 6, 3) = 15

4d6 ⇒ (5, 3, 1, 3) = 12
4d6 ⇒ (2, 6, 5, 2) = 15
4d6 ⇒ (1, 3, 3, 3) = 10
4d6 ⇒ (6, 2, 2, 5) = 15
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (1, 6, 5, 4) = 16

1d6 ⇒ 6

Not bad. Looks like 26 pt buy


got a great idea here..
Monk/barbarian (martial artist)

lets see what the dice gods say...

stat: 4d6 ⇒ (1, 6, 5, 5) = 17 10
stat: 4d6 ⇒ (1, 3, 5, 2) = 11 16
stat: 4d6 ⇒ (5, 2, 5, 2) = 14 12
stat: 4d6 ⇒ (6, 5, 5, 2) = 18 16
stat: 4d6 ⇒ (5, 3, 6, 1) = 15 14
stat: 4d6 ⇒ (6, 4, 3, 1) = 14 13

----

stat: 4d6 ⇒ (5, 1, 5, 6) = 17 16
stat: 4d6 ⇒ (6, 1, 6, 6) = 19 18
stat: 4d6 ⇒ (6, 1, 4, 6) = 17 16
stat: 4d6 ⇒ (3, 6, 4, 6) = 19 16
stat: 4d6 ⇒ (1, 6, 5, 1) = 13 12
stat: 4d6 ⇒ (4, 6, 1, 4) = 15 14

WELP, thats the stat line then lol. what shenanigans can I pull with this....
--
stat: 1d6 ⇒ 6


ok so scratch monk idea, Played too much monk lately time for a break haha.

ninja-
Idea is- He has grown as much as he can within the confines of his clans dojo, he, like all others had too, must go out into the world and learn its experiences to continue to grow. With him he has copies scrolls of the ninjustu arts given to him to aid in his progress.

he will have a heavy monk theme, (as in, balance/knowledge/strength etc, and in his view on things.) He will be excited, somewhat confident, yet not so, he has seen little magic save the few LOW level magicians too physically weak for the ninjustu training.

After all, not all ninja's are assassins ;) I am excited, never played a ninja before and I hate to say it so bluntly but I hopes I get picked haha.

I am unsure on his race atm, I like the idea of a clan of ninja with dormant dragon blood...


Is Dreamscarred allowed? I really want to play a Warder.

4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (4, 3, 1, 2) = 10
4d6 ⇒ (5, 6, 6, 6) = 23
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (1, 1, 6, 6) = 14
4d6 ⇒ (2, 4, 2, 2) = 10

4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (3, 1, 4, 6) = 14 13
4d6 ⇒ (3, 5, 2, 5) = 15 13
4d6 ⇒ (6, 1, 6, 5) = 18 17
4d6 ⇒ (3, 4, 6, 4) = 17 14
4d6 ⇒ (2, 2, 1, 5) = 10 9

1d6 ⇒ 3

Looks like the second set is a winner


I will be going human magician bard. Spellsong and maybe combat expertise (w the idea of dirty trick ) eventually or maybe spell focus enchantment

Grand Lodge

set: 4d6 ⇒ (5, 3, 1, 6) = 15 = 14
set: 4d6 ⇒ (5, 6, 1, 6) = 18 = 17
set: 4d6 ⇒ (5, 4, 3, 4) = 16 = 12
set: 4d6 ⇒ (5, 4, 6, 6) = 21 = 18
set: 4d6 ⇒ (3, 1, 6, 1) = 11 = 10
set: 4d6 ⇒ (4, 6, 2, 6) = 18 = 16

set: 4d6 ⇒ (5, 4, 3, 5) = 17
set: 4d6 ⇒ (4, 5, 2, 5) = 16
set: 4d6 ⇒ (1, 3, 1, 3) = 8
set: 4d6 ⇒ (4, 4, 6, 6) = 20
set: 4d6 ⇒ (3, 3, 6, 5) = 17
set: 4d6 ⇒ (2, 1, 6, 6) = 15

Taking set 1

I have to wait until they put up the rest of the ACG on the SRD as i do not own the Manuel yet. (i would like to test investigator or shaman)

Sovereign Court

I am thinking of a Cavalier of the Order of the Dragon. He was born in the small fishing village of Claes. His parents are issue of freed slaves from the time of the Peoples Revolt. Both his grand mothers are known to him, but his parents are ignorant if their fathers. He feels a duty to protect the Republic and the Law that rules it. He just finished his apprentiship as a cavalier of the Order of the Dragon and wants to prove his worth in the world but he has never been in battle or killed anyone.
My dice throws are in my previous entry.


I have a migraine right now so just brief comments/answers.:

Darien Cedric Espoir wrote:

got a great idea here..

Monk/barbarian (martial artist)
16 18 16 16 12 14

Ok then, that's one of the best dice stat rolls I've seen. And the Ninja idea sounds cool, but you know that you totally want to be a

Gambit wrote:

Is Dreamscarred allowed? I really want to play a Warder.

No dreamscarred, just Paizo Pathfinder. The 2nd set gives you a lot of good options though.

Seranov wrote:


I've got a Dwarven Warpriest (Sacred Fist) that I want to try and this would be a great chance...

Definitely the right idea on the background, and warpriest should be interesting.

MiniGM wrote:
I will be going human magician bard. Spellsong and maybe combat expertise (w the idea of dirty trick ) eventually or maybe spell focus enchantment

I haven't seen a bard in a while and there are a lot of good options in the new books for them.

Algar Lysandris wrote:


I have to wait until they put up the rest of the ACG on the SRD as i do not own the Manuel yet. (i would like to test investigator or shaman)
Del Azast wrote:


Gonna build an Human Investigator with my first set.

Investigators are very cool, put one together last night.

Also, hello again Algar. Kind of odd to see Sydney Bristove as a fighter.... or even as a dwarf for that matter.

Axcayacatl wrote:
I am thinking of a Cavalier of the Order of the Dragon....

Exactly the kind of idea you want for this quest.

Grand Lodge

dot


Roll 1: 4d6 ⇒ (3, 3, 5, 2) = 13 =11
Roll 2: 4d6 ⇒ (6, 2, 1, 5) = 14 =13
Roll 3: 4d6 ⇒ (1, 4, 4, 4) = 13 =12
Roll 4: 4d6 ⇒ (2, 1, 3, 2) = 8 =7
Roll 5: 4d6 ⇒ (1, 6, 2, 4) = 13 =12
Roll 6: 4d6 ⇒ (4, 3, 4, 6) = 17 =14

Roll 1: 4d6 ⇒ (1, 4, 4, 6) = 15 =14
Roll 2: 4d6 ⇒ (1, 4, 1, 6) = 12 =11
Roll 3: 4d6 ⇒ (2, 2, 2, 4) = 10 =8
Roll 4: 4d6 ⇒ (3, 6, 3, 3) = 15 =12
Roll 5: 4d6 ⇒ (3, 3, 5, 6) = 17 =14
Roll 6: 4d6 ⇒ (6, 6, 3, 6) = 21 =18

Roll 1: 20 + 1d6 ⇒ 20 + (3) = 23

I like the second set. The dragonborn race looks fun so I'll make a dragonborn Paladin with red scales, make him a Warrior of the Holy Light archetype if that's cool.


ScubaSteve93 wrote:


I like the second set. The dragonborn race looks fun so I'll make a dragonborn Paladin with red scales, make him a Warrior of the Holy Light archetype if that's cool.

Warrior of the Holy light is a great class for a small merc band working together. Pair it with the magician bard or the order of the dragon cavalier people have expressed interest in and it's buffs galore without a significant strapping of fighting power.


Stats 1.1: 4d6 ⇒ (3, 2, 3, 4) = 12
Stats 1.1: 4d6 ⇒ (4, 5, 3, 6) = 18
Stats 1.1: 4d6 ⇒ (5, 1, 5, 1) = 12
Stats 1.1: 4d6 ⇒ (1, 1, 2, 6) = 10
Stats 1.1: 4d6 ⇒ (3, 1, 4, 6) = 14
Stats 1.1: 4d6 ⇒ (1, 2, 1, 6) = 10

Stats 1.1: 4d6 ⇒ (2, 1, 5, 5) = 13
Stats 1.1: 4d6 ⇒ (1, 5, 2, 2) = 10
Stats 1.1: 4d6 ⇒ (6, 6, 6, 4) = 22
Stats 1.1: 4d6 ⇒ (2, 3, 1, 3) = 9
Stats 1.1: 4d6 ⇒ (2, 4, 4, 4) = 14
Stats 1.1: 4d6 ⇒ (1, 3, 5, 5) = 14

Point buy: 20 + 1d6 ⇒ 20 + (3) = 23

Well dang. Dunno which I'm going with yet. Idea is for a dragonborn Qinggong Monk. I'll be thinking upon a suitable backstory.

Grand Lodge

yup hello again. (when i saw you were offering this adventure i had to try and get in...)

i tentatively tried to get into a get of 2nd ed with er but it fizzled after a few days

the PF Srd has the investigator up (made one up @ 3rd level for a game to test) now i am waiting for them to get to the shaman :)


I would like Agon Kilmeade to be my concept character Human Cavalier...

details including complete background story and progression ideas coming soon

Grand Lodge

I'd like to pitch a few ideas to you, see if any of them catches your eye or you otherwise think would work well with the party you're leaning toward inviting so far.

1. A human oracle, native to Tadloton, frightened of leaving home but certain of having a great destiny, despite having been ridiculed and ostracized his entire life for his obvious "wrongness" at having been chosen by the gods. He joins the militia to discover his worth and to find someplace he can fit in and be accepted.

2. A happy-go-lucky halfling slayer, a stranger in town claiming he wants to settle down away from the frantic pace of (wherever he's from). He's playful and entertaining and quickly ingratiates with Tadloton's elite (such as they are) and commoners (probably the same people) alike. The truth is that he's a bounty hunter with a gambling addiction who now has a bounty on his own head.

3. A hobgoblin bladebound magus, yes, I know hobgoblins are not on the approved list, but hear me out. Trained as a magehunter by his tribe, in his zealous determination to outdo his peers and be more useful to his tribe he took his training too far and began blurring the lines between studying the enemy and becoming one. When his impressive success as a hunter was discovered to be the result of being a practitioner himself, he was captured and slated for summary execution before he escaped, steeling an ancient looking scimitar from his tribe's hoard in his desperate fight for freedom.

Now living in exile in the remote town of Tadloten, he has convinced the militiamen to take him on as adviser and trainer. He is treated with heavy suspicion but his abilities and prowess have earned him their grudging respect which, in his heart of hearts, is all he ever wanted from his former allies.

A gnome paladin, maybe a holy gun, I'm still working on an appropriate BG for this one, but I know he's a devotee of Shelyn who finds artistry (and a fabulous medium for playing pranks) in preparing food. He's consistently underestimated by his peers, but he's an effective chaplain and they've never eaten better so they keep him around.

pnt buy: 1d6 + 20 ⇒ (3) + 20 = 23

set1: 4d6 ⇒ (3, 4, 3, 1) = 11
set1: 4d6 ⇒ (3, 4, 1, 4) = 12
set1: 4d6 ⇒ (4, 6, 1, 6) = 17
set1: 4d6 ⇒ (4, 2, 5, 3) = 14
set1: 4d6 ⇒ (2, 1, 4, 2) = 9
set1: 4d6 ⇒ (2, 4, 1, 2) = 9

set2: 4d6 ⇒ (6, 2, 1, 1) = 10
set2: 4d6 ⇒ (4, 2, 2, 6) = 14
set2: 4d6 ⇒ (5, 1, 4, 3) = 13
set2: 4d6 ⇒ (3, 2, 4, 2) = 11
set2: 4d6 ⇒ (6, 3, 1, 5) = 15
set2: 4d6 ⇒ (2, 1, 4, 2) = 9

looks like I'll be using the point buy

Grand Lodge

DM: Shaman is up on PFSRD (only 6 spirits tough) So i am def going to try this class. so now i have one week to build it :)


Modekai wrote:

I'd like to pitch a few ideas to you, see if any of them catches your eye or you otherwise think would work well with the party you're leaning toward inviting so far.

1. A human oracle

2. A happy-go-lucky halfling slayer...

I like one and two the most. I actually laughed at loud at the 2nd idea.

I'll note for everyone that Tadloton's only real feature is an immense, pristine graveyard. after saying that, a bones, life or similar oracle would be very appropriate. But a likely somewhat off-kilter halfling hiding a dark side also sounds intriguing.


DM here is my crunch

Human Magician Bard

Stats=26 Pt Build:

STR 12
DEX 14
CON 12
INT 14
WIS 12
CHA 18

Vital Stats:

HP 9/9 AC 12/10/12; F +1, Ref +4, W +4 (+2 vs Divination), BP 8/8 Lvl 1 2/2

Skills:
Bluff +8, Disguise +8, Perception +5, Oratory+8, Spellcraft+7, UMD +9, Arcana +7, Religion +6, SoH +6

Feats:

Human Bonus: Spellsong
1 Spell Focus: Enchantment

Traits:

Domineering: Spell TBD either Charm Person OR a higher level spell I don't have yet if that is allowed
Carefully Hidden: +1 Will +2 vs Divination

[spoiler=Spell Known]
0: Detect Magic, Prestidigitate, Daze DC 14, Dancing Lights
1: Cofusion Lesser DC 16, Charm Person DC 16

[spoiler=Magician Changes to regular Bard, at level 1]
Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components.
This ability replaces inspire courage.

Magical Talent (Ex)
A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks.
This ability replaces bardic knowledge.

So I have not picked an enchantment spell for my trait. Before I can create my backstory I have a question. What would be a group that is persecuted, amongst humans in the area? The basic idea is that he is a charming cad, who is often getting himself in trouble and has to run. Thus explaining the carefully hidden trait and his focus on enchantment spells. Charm person and confusion lesser. Uses spell song so it is not obvious what he is doing, then he is able to flee. He would be CG. He doesn't try to do wrong, but sometimes he just goes to far, but is never malicious. I am thinking of taking the headstrong trait, which could explain why he is often getting in trouble. Then of course I would be picking up a third trait.

thoughts?


MiniGM wrote:


Before I can create my backstory I have a question. What would be a group that is persecuted, amongst humans in the area? ...

Domineering does need to use a level 1 spell. Are you asking about a race that is persecuted or an organization?


4d6 ⇒ (1, 6, 4, 6) = 17 16
4d6 ⇒ (5, 6, 5, 3) = 19 16
4d6 ⇒ (2, 6, 2, 2) = 12 10
4d6 ⇒ (4, 2, 3, 5) = 14 12
4d6 ⇒ (6, 6, 5, 1) = 18 17
4d6 ⇒ (2, 2, 2, 3) = 9 7

4d6 ⇒ (5, 1, 3, 3) = 12 11
4d6 ⇒ (1, 2, 1, 4) = 8 7
4d6 ⇒ (4, 3, 4, 5) = 16 13
4d6 ⇒ (1, 1, 2, 4) = 8 7
4d6 ⇒ (2, 1, 3, 4) = 10 9
4d6 ⇒ (6, 4, 1, 3) = 14 13

1d6 ⇒ 5 5


OK, I will make my domineering spell either Charm person or Confusion lesser, I will see what the party thinks is better for us, if I am selected!

As to the persecuted question, either organization or group of humans. (IE Gypsies had a negative reputation for a long time. )

I am starting to think that I might take the headstrong drawback, which would mean I don't need the above question answered, but I would like to know anyhow, so I have the option.

Thanks, sorry to be bothersome

Sovereign Court

Here I present Faciem Aquae I will create the alias if accepted.

Male Half-Elf Cavalier 1 (Pathfinder RPG Advanced Player's Guide 32)
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7

Defense:

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +1; +2 vs. enchantments, +2 vs. fear, +2 trait bonus vs. fear
Immune sleep

Offense:

Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks challenge

Statistics:

Str 16, Dex 12, Con 12, Int 18, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Distracting Charge, Focused Discipline[ISWG], Skill Focus (Stealth)
Traits caretaker, courageous
Skills Climb +7, Disguise +3, Handle Animal +6, Heal +6, Perception +7, Ride +5, Sense Motive +5, Stealth +5, Survival +1 (+2 to provide food and water for allies or to protect allies from harsh weather, +3 to avoid becoming lost when using this); Racial Modifiers +2 Perception, ride mount, dragon's skills
Languages Common, Draconic, Elven, Orc, Polyglot, Undercommon
SQ elf blood, orders (order of the dragon), tactician
Other Gear chain shirt, arrows (40), longsword, shortbow, backpack, candle, compass, flint and steel, paper, torch (3), waterskin, 3 gp, 13 sp, 9 cp

Special Abilities:

+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Courageous +2 save vs. fear.
Distracting Charge Your ally's charge exposes an opening you can exploit.

Benefit: When your ally with this feat uses the charge action and hits, your next attack against the target of that charge gains a +2 bonus on the attack roll. This bonus must be used b
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Tactician (Distracting Charge, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Background:

Half-elf, Cavalier of the Order of the Dragon. He was born in the small fishing village of Claes. His parents are issue of freed slaves from the time of the Peoples Revolt. Both his grand mothers are known to him, but his parents are ignorant if their fathers. He feels a duty to protect the Republic and the Law that rules it. He just finished his apprentiship as a cavalier of the Order of the Dragon and wants to prove his worth in the world but he has never been in battle or killed anyone.


stat1: 4d6 ⇒ (6, 1, 5, 1) = 13 12
stat1: 4d6 ⇒ (6, 6, 5, 6) = 23 18
stat1: 4d6 ⇒ (3, 5, 1, 4) = 13 12
stat1: 4d6 ⇒ (1, 6, 4, 6) = 17 16
stat1: 4d6 ⇒ (3, 6, 5, 4) = 18 15
stat1: 4d6 ⇒ (3, 3, 5, 6) = 17 14

stat2: 4d6 ⇒ (6, 2, 3, 3) = 14 12
stat2: 4d6 ⇒ (3, 3, 6, 1) = 13 12
stat2: 4d6 ⇒ (6, 2, 4, 3) = 15 13
stat2: 4d6 ⇒ (2, 2, 6, 6) = 16 14
stat2: 4d6 ⇒ (3, 4, 5, 3) = 15 12
stat2: 4d6 ⇒ (4, 1, 3, 1) = 9 8

stat3: 20 + 1d6 ⇒ 20 + (2) = 22
Think I'll use the first rolls.
My ideas are either a paladin/sorcerer/Eldritch Knight(mainly because I've never played a gishy character) or a some form of monk. Actually have the point spread for it.

Grand Lodge

btw, are we using traits? I see at least one applicant has taken some already, but just wanna be sure they're legal.


MiniGM wrote:
As to the persecuted question, either organization or group of humans. (IE Gypsies had a negative reputation for a long time. )

Tadloton people, and most of the other small villages/towns in the area, don't necessarily persecutes groups, they operate on a you leave me alone and I'll leave you alone basis. What usually bothers then the most are actually adventures, mercenaries, and travelers or want to disrupt their way of life. The mayor of Tadloton has been openly against the forming of and continuous running of the merc guild that Glifdore has started. He hasn't stopped it, because he has thought it wouldn't go anywhere, but Glifedores recent outreach has put him much more strongly against it.

No need to worry about being bothersome, I appreciate the interest.


Modekai wrote:
btw, are we using traits? I see at least one applicant has taken some already, but just wanna be sure they're legal.

Yep, you can take two or three and a drawback. They just be pathfinder official traits.


TY DM, I went with headstrong, but I also think the backstory fits well with that particular idea. He grew up with a traveling merchant, and had a tendency to get into arguments in town. I am pretty happy with this. I would love any feedback, as I really am interested in this game! Below is the slightly reworked crunch and the backstory.

Human Magician Bard

Stats=26 Pt Build:

STR 12
DEX 14
CON 12
INT 14
WIS 12
CHA 18

Vital Stats:

HP 9/9 AC 12/10/12; F +1, Ref +4, W +4 (+2 vs Divination), BP 8/8 Lvl 1 2/2

Skills:
Bluff +8, Disguise +8, Diplomacy +8 Perception +5, Oratory+8, Spellcraft+7, UMD +9, Arcana +7, SoH +6

Feats:

Human Bonus: Spellsong
1 Spell Focus: Enchantment
Magician Bonus: Improved Counterspell

Traits:

Domineering: Charm Person or Confusion Lesser
Carefully Hidden: +1 Will +2 vs Divination
Headstrong (Drawback): Must argue if something goes against alignment shaken for an hour if fail
Stealthy Escape: Use SoH to escape manacles or rope.

Spell Known:

0: Detect Magic, Prestidigitate, Daze DC 14, Dancing Lights
1: Cofusion Lesser DC 16, Charm Person DC 16

[spoiler=Magician Changes to regular Bard]
Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components.
This ability replaces inspire courage.

Magical Talent (Ex)
A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks.
This ability replaces bardic knowledge.

Projected Build:

Probably Magician all the way, at least until I get the ability that lets me use my CHA mod on wands.

There is the Prestige Class that lets you do the same with Scrolls, so maybe that as well.

Backstory:
Yorric has always had an eye and ear for trouble. The problem is that it has been him getting into it, rather than finding it and steering clear. He was born into a traveling merchant family, no one important or particularly successful, and as a result he spent his childhood traveling from small village to small village trading in basic items.
It was the rare day that he managed not to get himself kicked out of a local tavern due to getting into some argument about some inane statement made in passing. He simply has never been able to bite his tongue, even when he finds himself on the losing end of an argument.
For many years this was the extent of it, tossed out of a tavern, but all would be forgotten by the next time the caravan came around, at least it was until he got into an argument with the wrong people.
Apparently arguing with a cleric of Urgathoa often ends badly. The day he did that was the day he left the caravan and went into hiding. Yorric quickly learned to avoid his pursuers, whether it be avoiding their magics, or finding ways to wiggle out of his bonds or casting spells to allow him to escape without them knowing he did it.
Yorric relishes the opportunity to join the mercenary troupe, and the semblance of security it offers.

EDIT: I forgot to mention that physical combat is not his thing at all. Eventually I think I will get Agile Maneuvers and Combat Expertise in order to do something...maybe. But in general for the first levels he will be using Flare, Charm Person and Confusion Lesser in combat. When those don't apply he will use a whip to Aid his allies.


Let's see how the rolls go.

Rolls:
Set 1
1: 4d6 ⇒ (6, 6, 6, 2) = 20 18
2: 4d6 ⇒ (5, 3, 5, 1) = 14 13
3: 4d6 ⇒ (6, 4, 1, 5) = 16 15
4: 4d6 ⇒ (2, 6, 1, 1) = 10 9
5: 4d6 ⇒ (2, 3, 2, 5) = 12 10
6: 4d6 ⇒ (3, 6, 2, 5) = 16 14

Set 2
1: 4d6 ⇒ (2, 3, 3, 1) = 9 8
2: 4d6 ⇒ (4, 5, 2, 3) = 14 12
3: 4d6 ⇒ (4, 3, 3, 3) = 13 10
4: 4d6 ⇒ (3, 5, 6, 1) = 15 14
5: 4d6 ⇒ (4, 6, 2, 4) = 16 14
6: 4d6 ⇒ (1, 3, 3, 3) = 10 9

1d6 ⇒ 1


here is a rough draft of Akio,Backstory is coming as I don't like to post half finished stuff. He has drow blood so I you can bet his background should be interesting. haha.

combat would be his "forte" though outside training and sparring he has had no actual combat experience. He is a frontline/backline hybrid with ample melee and ranged damage output :3


Also if selected I would love to tie into someone else backstory wise, but no reason to do that until selection, but if anyone else is ibterested we can start to think about it

Grand Lodge

Sure vuvu. grunt :)


K'leck: Human Barbarian (Brutal Pugilist, Hurler) initial version.

Fluff:
K'leck, short for K'leckemaki, is a Shoanti warrior from one of the mountain clans. He stands over 6' tall with dark skin and long, coppery hair. As the 4th child in his family, it's his job to be the warrior. It's a job he does reasonably well, and one that he enjoys. So long as it's all in good fun anyway. He would much rather get into a drinking contest with you than have to fight. But if need be, he's ready to bash some heads together to knock some sense into the "airsick lowlanders."

He thinks most of those around him are tiny, and as such is under the somewhat misguided impression that he can grab and hold on to anybody until they cool down. He's led a rather sheltered life, and as such would be surprised to discover that someone might wish him serious harm. I mean, he knows there's evil out there. He just expects it to take the form of an undead horde or summoned aberrations. He doesn't really expect it to come in the human-shaped variety. It's largely for this reason that his tribe has sent him out into the world. They know that the best way to rid him of his naivete is through first hand experience. They also hope that he'll bring back new knowledge to share with the rest of the tribe.

I will admit, I'm not really sure what culture the Shoanti are meant to represent. But I generally think of them as any kind of native/aborigine-type warriors. I may also be basing some of K'leck's personality on Rock the Unkalaki/Horneater from the Stormlight Archive. >.>

Future Plans:
I'm not 100% sure how I'm going to do this mechanically, but my goal is to have K'leck basically using enemies as weapons. I'm going for grappling, so I can actually grab people to use them as weapons. There's a Bloody Bludgeoner rage power that will eventually let me use someone as a club to beat someone else over the head with. There are also a number of Hurler rage powers that let me throw things. It doesn't specifically say I can hurl people, but that's probably what I'm going to try to do.

It'll probably take a few levels before that can actually happen, so in the mean time, I'm going to probably be grappling and throwing spears. And possibly trying to build up things that will remove penalties for using improvised weapons, since I imagine that will be useful. And throwing random things might be an interesting stand-in for throwing people.

Crunch:
K'leckemaki
Male Human Barbarian (Brutal Pugilist, Hurler) 1 (Pathfinder RPG Advanced Player's Guide 0, 0)
CG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee gauntlet (from armor) +6 (1d3+5) and
shortspear +6 (1d6+5) and
unarmed strike +6 (1d3+5)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 15, Int 13, Wis 10, Cha 9 Note: I'm semi-considering swapping the ability scores for Int, Wis, and Cha to better reflect his personality. But I haven't decided yet.
Base Atk +1; CMB +7 (+9 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bred for war (shoanti), reactionary
Skills Acrobatics -1, Climb +2, Intimidate +4, Knowledge (nature) +5, Perception +4, Survival +4
Languages Common, Orc
SQ skilled thrower
Other Gear four-mirror, light wooden quickdraw shield, shortspear, shortspear, shortspear, shortspear, shortspear, shortspear Another note: I wasn't really sure what to do about gold since all you said was that we should only really get weapons/armor
--------------------
Special Abilities
--------------------
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Skilled Thrower (Ex) +10' thrown range increments


I'll put up the recruiting lists and start doing in depth reviews tonight. For now though a few comments:

@MiniGM: There is an elf in the Tadloton Merc guild that I think Yorric will get along with quite well.

@Akio: A ninja with 18 str, now I've seen it all

@Anon A Mouse: I knew you were going for Rock as soon as I saw airsick lowlanders. I did a character based on the Shaonti, so I can look back and see what notes I had on them. I do like the combat mechanic.


really love Stormlight!

@Algar lol. I kind of miss Vuvu, but his cycle had run.

Sczarni

set 1:

4d6
4d6
4d6
4d6
4d6
4d6

set 2:

4d6
4d6
4d6
4d6
4d6
4d6

set 3:

20 + 1d6


Full Submission follows for Agon

Agon Kilmeade

Background:

Agon is a Taldon born and raised beneath the Verduran Forest on the plains of Taldor. He is an avid horseman born to ride. He is a member of the Kilmeade Royal bloodline, a minor point of nobility but noble nonetheless. He is the younger of 2 boys. His oldest brother Miles left home when he was but a young boy. He heard tales that Miles travelled to the faraway Isles of the Steaming Sea but has not confirmed it.
As a noble he spent his childhood learning the ways of nobility which including his favorite task, fighting. Although found of fighting he was not a dirty fighter but instead a very talented antagonist. He would persuade others to fight him in ways that would allow him to show off his talent. His moderately quick hands and overpowering strength usually provided him all he needed to win a battle. The more battles he won the more flare he would use and confidence he would have in his abilities which was an inspiring tool that brought the ladies to his calling.
His family followed the diety Abadar and from youth and he was inspired by the teachings of this god. Abadar to this day was the key inspiration to Agon becoming a Cavalier; however, it was his own greed that reasoned him to a selection within the order of the Cockatrice. This same greed pushed him from his family. By 16 he left home fleeing south to Qadira where he his family would not follow.
Agon became enthralled by the ways of the Qadiran people. This new love would build an inner hatred for his own kind so strong he almost swore fealty to the Padishah Empire of Kelesh. Realizing his near fanaticism he instead decided to leave the Qadiran land for points North which brought him to Andoran. It is hear he learned of the Tadloton Mercenary Guild.

“I wonder if they will accept me, a poor wanderer of noble birth who refuses to support a King. Some might call me a Hedge Knight and others a Knight-errant, but I will show them. I am more than just a noble’s son or Knight, I am a Warrior King!”


Progressive Idea:

Agon looks to be his own Master, Leader, or King of lands; but today he is just a boy with a bit of skill in the arts known to most young knights and trained squires. He has a horse, a set of scale mail, long sword, light crossbow, and a few items for survival, maintenance, and protection of he and his horse, Emalee.
He will spend all his class progression in Martial classes (Fighter/Cavalier) with no prestige class in mind. This will provide him with the skills he needs to become a leader.

Feats:

Noble Scion of War and Power Attack

Traits/Drawbacks:

Eyes and Ears of the City, Steel Skin, and Watching Taldor
Drawback – Power-Hungry

Sczarni

opps

SET 1
1: 4d6 ⇒ (3, 2, 5, 5) = 15 13
2: 4d6 ⇒ (4, 5, 5, 4) = 18 14
3: 4d6 ⇒ (4, 4, 4, 5) = 17 13
4: 4d6 ⇒ (5, 3, 2, 3) = 13 11
5: 4d6 ⇒ (4, 4, 6, 1) = 15 14
6: 4d6 ⇒ (1, 5, 5, 6) = 17 16

SET 1
1: 4d6 ⇒ (5, 6, 3, 6) = 20 17
2: 4d6 ⇒ (1, 6, 6, 5) = 18 17
3: 4d6 ⇒ (2, 5, 2, 5) = 14 12
4: 4d6 ⇒ (1, 5, 3, 4) = 13 12
5: 4d6 ⇒ (2, 3, 5, 3) = 13 11
6: 4d6 ⇒ (3, 1, 4, 5) = 13 12

SET 1
1: 1d6 + 20 ⇒ (5) + 20 = 25

Sovereign Court

1: 4d6 ⇒ (3, 1, 1, 6) = 11
2: 4d6 ⇒ (5, 5, 3, 2) = 15
3: 4d6 ⇒ (6, 2, 2, 1) = 11
4: 4d6 ⇒ (2, 4, 6, 5) = 17
5: 4d6 ⇒ (4, 5, 4, 4) = 17
6: 4d6 ⇒ (2, 5, 5, 3) = 15

Set 2
1: 4d6 ⇒ (3, 1, 3, 4) = 11
2: 4d6 ⇒ (5, 1, 4, 3) = 13
3: 4d6 ⇒ (4, 1, 6, 5) = 16
4: 4d6 ⇒ (5, 1, 2, 1) = 9
5: 4d6 ⇒ (5, 5, 1, 6) = 17
6: 4d6 ⇒ (3, 2, 5, 6) = 16

Set 3
1: 1d6 + 20 ⇒ (5) + 20 = 25

Grand Lodge

Quith is a Paladin of Sarenrae, born to a high priest of the church of Sarenrae. Quith grew up watching his father spread the light through his community by healing the sick and injured, feeding the hungry, and helping the needy. Now Quith is finally able to go out on his own and wants to spread Sarenrae's light as far as he can. When he saw the flyers for the merc guild all the way in Tadloton, that's when he knew it was his chance to do just that. So now, he's said his goodbyes and travels to Tadloton in hopes of joining the guild and doing the will of the goddess.

Crunch:
Quith Katima
Dragonborn Paladin 1
LG medium humanoid (reptilian)
[b]Init +0; Senses Low-light Vision; Perception +4

DEFENSE
AC 20, Touch 10, Flat-footed 20(+7 armor, +2 shield, +0 Dex, +1 natural)
HP 14(1d10 + 4)
Fort +5, Ref +0, Will +1
Resistances fire 5

OFFENSE
Speed 30 ft.(20 armored)
Melee scimitar +5(1d6 + 4/18-20 x2)
SA SMITE Evil 1/day; Breath Weapon(15ft cone 2d6 fire DC 13) 1/day; Cornered Fury(+2 melee attacks and AC at 1/2 hp); +1 confirm critical

STATISTICS
Str 18, Dex 10, Con 16, Int 11, Wis 8, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Traits Anatomist, Eyes and Ears of the City
Skills Diplomacy +7, Perception +4
Languages Common, Draconic
Gear Splint Mail Armor, Heavy Steal Shield, Rapier

I plan on sticking full paladin unless something throughout the story causes a change in him, then he might prestige stalwart defender.


Stat Roll 1:

4d6 ⇒ (1, 3, 1, 6) = 11 - 10
4d6 ⇒ (6, 3, 1, 4) = 14 - 13
4d6 ⇒ (2, 1, 3, 4) = 10 - 9
4d6 ⇒ (3, 3, 5, 6) = 17 - 14
4d6 ⇒ (3, 3, 5, 4) = 15 - 12
4d6 ⇒ (4, 6, 2, 4) = 16 - 14

Stat Roll 2:

4d6 ⇒ (6, 4, 5, 5) = 20 - 16
4d6 ⇒ (4, 2, 4, 2) = 12 - 10
4d6 ⇒ (1, 1, 1, 3) = 6 - 5
4d6 ⇒ (5, 2, 5, 5) = 17 - 15
4d6 ⇒ (6, 1, 3, 6) = 16 - 15
4d6 ⇒ (4, 4, 5, 4) = 17 - 13

Point Buy+:

20 + 1d6 - 24 ⇒ 20 + (4) - 24 = 0

I guess I'll be using 24 point buy.
Thinking Hunter, not sure on race just yet.


Before he was the Warrior from Hell. Before they called him The Bull's Horns, or The Bloody Wind. Before he was killed and brought back. Even before he was a lieutenant in the blackjackets; before all that he was a scared, stupid sixteen year old who had run away from home. Who had run from a lie. Hear now the true story behind Vince Hellbound, of his first job as a fledgling mercenary in a backwoods town. Hear now, his beginning.

Gonna be a two weapon fighter/ranger. Will post the crunch up at some point in the near temporal vicinity. Should be fun(ny).


PS This is an Alias for Wondering Monster:

Will but the crunch up a little later but here is the story of Walter Runsalot the Arcanist.

Walter Runsalot

Walter is an above average intelligent guy from the community. With that said, the girls don’t pay any attention to him. He is also broke and without a job. But he does know a few spells.
Walter gets the idea that he may be able to make some money working with the Mercenaries. The thing to know is that Walter is a complete coward. He figures he knows enough to be an adviser and not have to see any combat.

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